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School | Casting Time | Source Book | ||||||||||
Save - Res | Level | Comps | ||||||||||
Dur | Range | Recharge | ||||||||||
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Description | ||||||||||||
Full Description | ||||||||||||
Dictum | ||||||||||||
Evocation [Lawful] [Sonic] | 1 standard action | PRPG-O | ||||||||||
None or Will negates; see text - Yes | Clr 7, Law 7 | V | ||||||||||
Instant | 40 ft. | General | ||||||||||
Area: Nonlawful creatures in a 40-ft.-radius spread centered on you | ||||||||||||
Kills, paralyzes, staggers, or deafens nonlawful targets. |
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Any nonlawful creature within the area of a dictum spell suffers the following ill effects.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. Deafened : The creature is deafened for 1d4 rounds. Save negates. Staggered : The creature is staggered for 2d4 rounds. Save reduces the staggered effect to 1d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round. Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25). Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum or not. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by dictum. |
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Dispel Chaos | ||||||||||||
Abjuration [Lawful] | 1 standard action | PRPG-O | ||||||||||
See text - See text | Clr 5, Law 5, Pal 4 | V, S, DF | ||||||||||
1 round/level or until discharged, whichever comes first | Touch | General | ||||||||||
Target or Targets: You and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object | ||||||||||||
+4 bonus against attacks by chaotic creatures. |
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This spell functions like dispel evil, except that you are surrounded by constant, blue lawful energy, and the spell affects chaotic creatures and spells rather than evil ones. |
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Magic Circle against Chaos | ||||||||||||
Abjuration [Lawful] | 1 standard action | PRPG-O | ||||||||||
Will negates (harmless) - No; see text | Clr 3, Law 3, Pal 3, Sor/Wiz 3 | V, S, M/DF | ||||||||||
10 min./level | Touch | 4 hours | ||||||||||
Area: 10-ft.-radius emanation from touched creature | ||||||||||||
As protection spells, but 10-ft. radius and 10 min./level. |
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This spell functions like magic circle against evilexcept that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature. |
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Order's Wrath | ||||||||||||
Evocation [Lawful] | 1 standard action | PRPG-O | ||||||||||
Will partial; see text - Yes | Clr 4, Law 4 | V, S | ||||||||||
Instant (1 round); see text | Medium | General | ||||||||||
Area: Nonlawful creatures within a burst that fills a 30-ft. cube | ||||||||||||
Harms and dazes chaotic creatures (1d8 damage/2 levels). |
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You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save. |
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Protection from Chaos | ||||||||||||
Abjuration [Lawful] | 1 standard action | PRPG-O | ||||||||||
Will negates (harmless) - No; see text | Adp 1, Clr 1, Law 1, Pal 1, Sor/Wiz 1 | V, S, M/DF | ||||||||||
1 min./level (D) | Touch | 5 minutes | ||||||||||
Target: Creature touched | ||||||||||||
+2 to AC and saves, plus additional protection against selected alignment. |
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This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target. |
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Shield of Law (F) | ||||||||||||
Abjuration [Lawful] | 1 standard action | PRPG-O | ||||||||||
See text - Yes (harmless) | Clr 8, Law 8 | V, S, F | ||||||||||
1 round/level (D) | 20 ft. | General | ||||||||||
Targets: One creature/level in a 20-ft.-radius burst centered on you | ||||||||||||
Focus: A reliquary worth 500 gp | ||||||||||||
+4 to AC, +4 resistance, and SR 25 against chaotic spells. |
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A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures. Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures. Third, the abjuration protects you from possession and mental influence, just as protection from chaos does. Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law 's save DC). |